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If there's one thing everybody should understand about vanilla DM balance, is that you want to keep its weapons as easily understandable as possible: the more side effects and gimmicks you add into it, the more it deviates from this philosophy of keeping things simple.
Oh sorry allow me to reiterate my point for youDue to dm's unpopularity, volatility, and bad reputation, it would be best to only factor in ease of acquisition for it, and leave numbers-based changes to TDM, TLMS, CTF, and duel. While acquisition in these game modes is just as important, dm should not be given much representation. In other words: Cmon nobody gives a shit about dm (in relation to Atomic Fire of course, because apparently that wasnt obvious enough the first time I said it for you )
I think what needs to be analyzed is how the weapon is broken in various modes.
My thoughts on Atomic Fire are to go a slightly different direction.1.) Increase the radius of the largest projectile to match the sprite size. This will make it less than ideal to use in cramped quarters since the probability of hitting a wall is greater. Sure it's harder to dodge, but this also means that the players aim must be a bit more precise with their aim.2.) Decrease damage from 100 to 35. This projectile is a ripper and thus likely will hit 3 times to still kill the player, but glancing blows will no longer instantly OHKO on touching it.